Dungeon Master's Guide
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A character can bind sticks of dynamite together so<br />
they explode at the same time. Each additional stick<br />
increases the damage by 1d6 (to a maximum of 10d6)<br />
and the burst radius by 5 feet (to a maximum of 20 feet).<br />
Dynamite can be rigged with a longer fuse to explode<br />
after a set amount of time, usually 1 to 6 rounds. Roll<br />
initiative for the dynamite. After the set number of<br />
rounds goes by, the dynamite explodes on that initiative.<br />
GRENADES<br />
As an action, a character can throw a grenade at a<br />
point up to 60 feet away. With a grenade launcher, the<br />
character can propel the grenade up to 120 feet away.<br />
Each creature within 20 feet of an exploding<br />
fragmentation grenade must make a DC 15 Dexterity<br />
saving throw, taking 5d6 piercing damage on a failed<br />
save, or half as much damage on a successful one.<br />
One round after a smoke grenade lands, it emits a<br />
cloud of smoke that creates a heavily obscured area in<br />
a 20-foot radius. A moderate wind (at least 10 miles per<br />
hour) disperses the smoke in 4 rounds; a strong wind<br />
(20 or more miles per hour) disperses it in 1 round.<br />
FIGURING OUT ALIEN TECHNOLOGY<br />
Int. Check Total<br />
Result<br />
9 or lower One failure; one charge or use is wasted, if<br />
applicable; character has disadva ntage on<br />
next check<br />
10- 14 One failure<br />
15- 19 One success<br />
20 or higher One success; cha racter has advantage on<br />
next check<br />
ALIEN TECHNOLOGY<br />
When adventurers find a piece of technology that isn't<br />
from their world or time period, the players might<br />
understand what the object is, but the characters<br />
rarely wi ll. To simulate a character's ignorance about<br />
the technology, have the character make a series of<br />
Intelligence checks to figure it out.<br />
To determine how the technology works, a character<br />
must succeed on a number of Intelligence checks<br />
based on the complexity of the item: two successes for<br />
a simple item (such as a cigarette lighter, calculator, or<br />
revolver) and fou r successes for a complex item (such a<br />
a computer, chainsaw, or hovercraft). Then consult the<br />
Figuring Out Alien Technology table. Consider making<br />
the item break if a character fail s four or more times<br />
before taking a long rest.<br />
A character who has seen an item used or has<br />
operated a similar item has advantage on Intelligence<br />
checks made to figure out its use.<br />
EXPLOSIVES<br />
Renaissance Item Cost Weight<br />
Bomb 150 gp 1 lb.<br />
Gunpowder, keg 250 gp 20 lb.<br />
Gunpowder, powder horn 35 gp 2 lb.<br />
Modern Item Cost Weight<br />
Dynamite (stick)<br />
1 lb.<br />
Grenade, fragmentation<br />
1 lb.<br />
Grenade, smoke 21b.<br />
Grenade launcher<br />
7 lb.<br />
FIREARMS<br />
Renaissance Item Cost Damage Weight<br />
Martial Ranged Weapons<br />
Pi stol 250 gp 1d10 piercing 3 lb.<br />
Musket 500 gp 1 d12 piercing 10 lb.<br />
Ammunition<br />
Bullets (10) 3 gp 21b.<br />
Properties<br />
Ammunition (range 30/90), loadi ng<br />
Ammunition (range 40/120) , loading, two-handed<br />
Modern Item Cost Damage Weight<br />
Martial Ranged Weapons<br />
Pistol, automatic 2d6 piercing 3 lb.<br />
Revolver 2d8 piercing 3 lb.<br />
Rifle, hunting 2d10 piercing 8 lb.<br />
Rifle, automatic 2d8 piercing 8 lb.<br />
Shotgun 2d8 piercing 7 lb.<br />
Ammunition<br />
Bullets (10)<br />
1 lb.<br />
Properties<br />
Amm unition (range 50/1 50), reload (15 shots)<br />
Ammunition (range 40fl20), reload (6 shots)<br />
Amm uni tion (range 80/240), reload (5 shots), two-handed<br />
Ammunition (range 80/240), burst fire, reload (30 shots), two- handed<br />
Ammunition (range 30/90), reload (2 shots), two- handed<br />
Futuristic Item Cost Damage Weight<br />
Martial Ranged Weapons<br />
Laser pistol 3d6 radiant 21b.<br />
Antim atter rifle 6d8 necrotic 10 lb.<br />
Laser rifle 3d8 radiant 7 lb.<br />
Ammunition<br />
Energy ce ll<br />
5 oz.<br />
Properties<br />
Ammunition (range 40fl20), reload (50 shots)<br />
Amm uni tion (range 120/360), reload (2 shots), two-handed<br />
Amm uni tion (range 100/300) , reload (30 shots), two-handed<br />
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CHAPTER 9 I DUNGEON MASTER'S WORKSHOP